So, I've read a large number of posts on the topic of balancing higher difficulties. Most revolve around one-shot kills and the prevention thereof. I've just come from a frustrating death on Nightmare mode, which is by no means the worst difficulty to get one-shot on. I was playing a Yeek Archmage. Yes I know, but before you cast my complaint aside as mere incompetence, I had purchased no less than three +max health items, and was wearing 2 rings, 1 cloak, 1 belt, and the Skin of Many as buffer health, as well as having invested 10 point in constitution early out of fear of the rhaloren camp, and a point in thick skin. I stepped into the unknown tunnels at level 24, where it can spawn as low as level 6, and yet autoexplore got me killed with exactly zero turns to make any decisions. I know this has happened to many players, and I can't think of anyone who would enjoy it. Personally a glass cannon playstyle is my favorite, and most of my character deaths are one turn or so after autoexplore ends.
I had multiple strong shields, and while I suspect there might be opposition to making shields even stronger, I wish for an automation tool that keeps shields up for all motion during autoexplore. This would reduce many classes' instadeath frustration many times over, and I think is consistent with similar design decisions such as the addition of passive regen to manasurge runes, and the change to archery reload.
AutoExplore Shield Functionality
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AutoExplore Shield Functionality
milo wrote:Odd. My friendly Inner Demon fearscaped me. Guess that's how they say hi.